Creating The Cars Of Need for Speed

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A Genuine Passion

When you have a passion for all things automotive and have grown up playing video games, it’s no surprise when you end up being a part of the biggest racing game franchise in the world, Need for Speed. Let me introduce myself, I’m Bryn Alban the Vehicle Art Director at Ghost Games. This year’s Need for Speed title will be my fifth in the series, and long-time Speedhunters readers may remember my artwork during the days of Shift and Shift 2.

My passion for cars started at an early age. My father always had some sort of car being worked on when I was growing up, so needless to say, there was no option but for me to follow in his footsteps. At the age of 8 my parents bought me a kart and we went racing. Ten years ago I bought my very first Nissan Skyline – a 1990 R32 GT-R – and since then I’ve owned a couple of BMWs and a few more Skylines – most notably the Yellow Banana, which has cropped up on Speedhunters a handful of times. I have another Skyline now – an R34 – that’s just waiting in the wings to have some work done to it.

Mixing the love I have for art and anything on wheels naturally led me to creating models of cars as mods for various racing games. I learned my craft by trial and error, seeing what worked and what didn’t. Learning this way makes you a much more agile artist. Last year I was brought into Ghost Games as the Vehicle Art Director, as my knowledge of car culture was needed to help shape and form the cars that we have in this year’s Need for Speed.

The first thing to do when deliberating a racing game is to determine a car list. The past few titles have all been heavily influenced by the latest and greatest supercars – the Koenigseggs and the Paganis. However, this new offering asked for something a little different; something that harked back to the days of Underground, Carbon and Most Wanted.

The trick with determining a car list is to try and take subjectivity and personal taste out of the equation. This time we decided to try and cater for several types of Need for Speed gamers: those that enjoyed the days of Underground, the more recent players who have enjoyed Hot Pursuit or Rivals, and even those players that casually pick up a box from a shelf and just want to have a fun driving experience. After several lengthy discussions and meetings we have a car list.

So now we know what cars we want, next we have to figure out what we want them to look like. This is a reboot so it’s only natural that we want to bring back customization – but we want to do it justice. We want it so that everyone can relate to the cars. For that, we focused on ensuring that we had the latest and greatest AEM companies and brands signed up to make the experience truly authentic – something you feel that you could do in your own garage, workshop or driveway. Customization is back and in a big way.

Building The Artwork

When we know what we want to build we start looking into how we want to build it. The first step is a process called Look Development, where we start prototyping the new feature sets that we want to include. That’s the dust, dirt and damage layering, how we add rain to the cars and even down to the details of what colour and material values should be applied to each part. The image above shows some of our reference photos coupled together with the same scene recreated in the game render engine. I think you’ll agree that we’re pretty close to matching reality – see if you can spot the difference in Presentation Mode.

Our aim with this process was to make use of the Physically Based Rendering (PBR) capabilities of our Frostbite engine to create accurate real-world materials, surfaces and lighting to reach a life-like visual image.

To be able to faithfully reproduce the cars that we wanted in this title, we knew that we’d need to capture as much reference of them in their own natural habitats. Not only would this allow us to capture real reference, but it also allowed us as developers to delve into the car scene too. Together with Speedhunters we were allowed unprecedented access to various car scenes around the world, whether it was with T.R.A Kyoto and Liberty Walk in Japan, visiting the craziness of Gatebil here in Sweden, or even by visiting the SEMA Show in Las Vegas.

The key to good artwork is good reference. With the amount of real-world customization that we are taking on board this time around, good reference was going to be more important than ever. In recent years we’ve been recreating mostly modern-day supercars or sportscars that we could heavily rely on CAD from each manufacturer to reproduce the cars within millimeters of their real-world counterparts. But what happens when you’re trying to reproduce a niche body part that a skilled person has built in his backyard workshop with little more than their imagination? You need reference, along with some more reference. Our skilled team of artists turn what seems like just a set of photographs into full 3D models. They have tools at their disposal that allow them to match camera angles and lens details in the modelling software, and then overlay their geometry over multiple reference images. This allows them to maintain consistency and accuracy even when compared to their CAD-based counterparts.

It’s In The Game

Once we have a good quality 3D model we can import it into Frostbite’s own editor, FrostEd. Each model is broken down into its component parts and setup with naming conventions for everything, meaning that an import is just a few mouse clicks away. It’s always important to have clear and simple tools to allow artists to import models and geometry, as the sheer quantity we’re talking about here would be impossible to handle if it were all done manually. Each stock car is typically made up of around 24 parts and around 50 textures, and that’s before we even add any customization into the mix.

When a car is freshly imported we can then add all the materials to it. This is what makes the paint glossy, the chrome shiny and the tyres rubber-like. Each car has around 25 materials to cater for, and each type of surface and each material is controlled by its own shader. The beauty of our PBR engine is that we are able to input real-world values for all the materials and they simply just work™.

Next up is trying the car in-game for the first time, which is a particularly exciting step. We are then ready to ship the car off to our physics and handling guys to work their magic and make the cars feel fun and rewarding to drive.

We’re not quite done yet though. Whilst the handling guys do their thing, we’ll carry on working in parallel to add the customization parts to the cars. This was no small feat for us this time around as we wanted to give you, the player, a real depth of customization. From changing full body kits down to which exhausts you wanted, or whether you want stretched tyres on your rims or small canards on your bumpers. We have to set each one of these parts up much the same way as we’d set the main car up. The image above is a tiny snapshot into some of the items available for just a few of the cars.

So what do you do when you have a brand new, factory-fresh car that needs some customization? Well, we have to design it! Not wanting to ruin the authentic feeling, we make use of more real-world reference to influence our design decisions. We are also lucky in that we have talented concept artists that bring a whole new fresh outlook to the world of car customization.

With all that said and done, we have a car finished with all its customization options in place and ready for you to get your hands on.

Hopefully this gives you an insight into the world of cars for Need for Speed. Obviously we can’t divulge too much information at this time, but I’m sure you’ll all be excited to see what cars we have and how you can customize them when you get your hands on the game in November.

611 comments

The Speedhunters-influence is very obvious though .. That's a good and a bad thing as I hope there will be more customisation to existing body kits and a broader variety of parts than just the 'usual' RWB/RocketBunny/MagnusWalker/Libertywalk-stuff everyone loves (...but also might be a bit fed up with).

maxproof It would be cool if the games of this type, in the future, would come with a standalone simple 3d bodykit design software with which you can create your own kits and upload them in the game. People do this now, but it's reserved for only more skilled individuals who find a way to bend the game code to their will haha, but imagine if a game came with a software to do this simple way? Uffff...

Looking at these screenshots, it looks to me like the game is catering to what's trendy now, or what has been in the last few years, rather than the devs trying to make something closer to a timeless tuner-centric racer. I haven't truly enjoyed an NFS title since the PS2 generation; I honestly still pop in Hot Pursuit 2 and the old Most Wanted every now and then, and I can enjoy Underground 2 so long as I ignore the ricer mods; that was really a well-made game when you look past that aspect of it. Most Wanted and Carbon were great fun while the main campaign lasted. I've played a few NFS games on the PS3; a couple were ruined by poor handling physics, and the other two, the HP/MW 're-makes,' were just plain dull. I'll definitely give this one a chance since it falls into my taste in cars, but my hopes aren't all that high.

But I have two very honest, not-trying-to-be-an-ass questions for you, Bryn, if you can answer them:1) Are Honda are back in? I haven't seen them in a street-based racing game since the old Undergrounds. I would suppose Honda themselves just haven't wanted to be associated with that image.

2) Is the complete game given to the buyer from the get-go? There's nothing that's annoyed me more about the last several games more than how the game is released, yet immediately there are cars you have to pay even more money to unlock. I think it was Carbon on PS2 where people were able to use a GameShark/CodeBreaker/etc to unlock Special Edition cars that were hidden in the code of the standard game. Since then, I've grown a serious dislike for EA.

CyborgGT ditchs14 you're right it's purely subjective, some people just prefer manual transmission rather than pressing A or X to rooster scoot around town mindlessly. In my opinion this gets REALLY boring

For me a manual transmission helps me to feel like i am part of the car more and the driving is more involving even in game. Would be a loss to not have it when they trying so hard to base this game on real world cars.

CyborgGT 2) you obviously aren't hardcore enough to understand bro, DLC has been so great in so many games and it's not like they could just include it at initial release for free. That would be so not conducive to ultimate gaymen experience that companies can create for you when you pay 15 installments of 19.95 just to get all your virtual ricers, that will disappear the second Microsoft stops supporting your online access and your HDD takes a dump on itself. ITS TIME FOR THE NEXT GENERATION

Hi Bryn, welcome to the team. I'm an avid video gamer, and have owned or played almost every NFS since it's inception. I also just may ask you some of the hardest questions on the game as well as be a severe critic. This game series has meant a lot to me over the 20+ years its existed and I care deeply how it will come out. I have been severely disappointed with a number of the NFS games that have come out in the last 10 years and truly hope you can give me some confidence to this title. Physics, physics PHYSICS! With this day and age, a major game title should have the 3d modelling and detail at a ridiculous level, thats a given. But a beautiful game isn't diddly-squat if the physics and play just suck. Like The Run. Like Carbon. Like Most Wanted 2013. The games looked fantastic but the gameplay was simply terrible, and felt like a title designed for a 6-year old that's never been near a car. It was aimed at so low of an audience, I could not get more than 10 or 15 hours into the game before reinstalling Shift 2. There were 3 NFS titles with a good stab at driving physics, Pro Street, Shift and Shift 2. I sincerely hope this title will use that game as an inspiration and toss out whatever they did when they made The Run. The worst sin that the other NFS games made was that it could only be played with a controller. I.E., it was optimised for 13 year olds. If you want replayablility and a game that will continue to be played a month after its release, you need to have some depth and quality in the physics. Someone like me that actually wants to play the game on its hardest settings, yoked to the max, for months at a time both in game and online, and (if the game allows it) setting world records, well, we sorta need that. Please have the physics guys talk to the creators of Assetto Corsa, rFactor 2, or even Project CARS (gasp!!! the makers of Shift 1 & 2!) if they want an idea about a game that FEELS good. It makes all the difference between a "fun" game and a "great" game.I am also rather disappointed in the drifting I see on the gameplay videos, it looks pretty hideous. Care to elaborate on whether this is gonna be just a hoot in the game or something that was worked on? Is it a "drift button" sorta thing, or will I actually get to clutch-kick with my G27 to initiate?Will mods be allowed in the PC version?How will the online be set up? the last good lobby system was NFS:U2. I want to be able to find friends and teams, and compete against others in a logical way. Will there be separate servers like before? US/NA, EU, etc?

I look forward to any responses, and being completely serious. Thank you Bryn.

CyborgGT Nothing's like the flames and the sound as you are downshifting your Supra, while approaching a wall with 180mph, and only at the last possible moment you flick the tail out and enter a well hidden alley, as Cross with his Corvette is chasing you down..

D1RGE Autism, autism AUTISM!!! get ready Cyborg GT is about to comment telling you this is an arcade racer and physics don't matter. Which is understandable because this is an arcade racer. I'm not saying you're wrong, I've just come to accept the fact that no need for speed is ever going to be on the level of driving sims like Forza or Gran Turismo. basically EA killed my soul a long time ago. still looks like a great game, for what it is, this is a fantastic game. EA has some great designers and Bryn's work is a testament to that, absolutely astounding

Awesome. I'm pleased that the game isn't gonna be ridiculously heavy on Supercars/Hypercars, and that it'll relate more to the affordable everyday equivalents of supercars. Now we've got the cars sorted, I just need manual in game gearing

Excellent article Bryn, I am always thirsty for NFS details! But I don't know.. Do you really need to also adjust the game and make it appealing for the casual gamers who pick the game off the shelf, but don't really know what is it exactly about? I think it should be the other way around. Make them research what are they are seeing on the screen as I was doing back in 2003!! I was one of them when i first played Underground but that game's magic encapsulated me and it still does!! It was a whole new world to me! Anyway, just my thoughts! I am pretty sure you and the rest of the team will make THE BEST Need for Speed!!! November can't come fast enough!!

My first - and last - foray into the world of gaming was a Sega Master System I got for Christmas in 1987.

Played with it until the Genesis came out, lost interest for some reason, and haven't been back since. I could never get into video games, and I've never really been able to figure out why. I do CAD (Rhino and SolidWorks), but for some reason, video games just don't fascinate me.

That being said, these images are remarkable. It's amazing how realistic one can make what is essentially a mobile 2D picture, if one cares to put the time into it.

My only real complaint is with the terminology. I've always believed it was inappropriate to call 3D virtual structures "models." A model is something physical - something you can touch and hold in your hands.

It seems to me that "Construct" is a better word for these things. But whatever you call them, these particular ones are amazing.

im melting, if i dont get this game soon ill become liquid, so yeah can i get it now looks sick guys, keep up the great work, i cant wait, but one thing i want to say, if theres only the brz, can you put gt86 OEM headlights as an option please, i love those

Well that was a nice little look into the visual side of the game but what about the performance aspects? So far we've seen in-depth aesthetic mods but that all falls a bit flat if the go-fast bits aren't as in-depth, no? What can be said for that side as of now?

As a huge NFS fan growing up, I haven't been overly excited about a NFS game launch since Shift. It looks like you guys have been hard at work to make an awesome game, I can't wait to try this one out!

This game looks fire but can someone tell who the hell voted on no manual transmission like ive been playing nfs since 03 and literally my only vice with the game is the lack of that option. I love you guys at EA, but come on i feel like there was a lack of consideration. I mean im still purchasing the game because speedhunters is life and this game looks amazing.

Really cant believe manual gear change isnt on this game gonna lose out big time big fan of Need for speed but i think the creators have become lazy iv played App's on my I Phone that gives you the option to have manual gears...

i really don't no what u are doing with no manual gears your trying to make a good game but u have just failed how can u compete against forza and other driving games when u can't even be bothered to add manual gears

Now I don't care anymore if the game it's going to be 70 or 60% on the final version and then only DLCs, this game it's straight perfect, i think even Forza 6 or if a New Horizon it's going to come will surpass the greatness that this game will have, and it look's like the "finished car" they have said here is the 180SX and that car is one of my favorite ones it is just losing to Civic and Corolla AE86 (which if Speedhunters,Ghost and EA could kindly put in the game i would freak out hahaha). The only thing I can say is Thank You, very, very much. I hope you read my words and bye.

@BARRACK OBONGO So you know Sato Mako huh and her friend whose name i have forgot :P. Yeah that would be great, and even more because we will have mountain roads to drive, so Touge Sections are coming!

rttastastasg BUT IT HAS THE WORLD RECORD FOR FASTEST CAR EVER AROUIND MY GOOCH TRAIL AND IT TAKES 2 KEYS TO DRIVE PLUS IT KNOWS HOW TO MAKE HEKTIK SKIDZ LIKE A TRU SUPER CAR TRY GETTING UR CIVIC TO DO THAT BROOOOOOOOOOO

Maybe in terms of customization they have Horizion beat but in terms of physics and there overall package Forza Horzion is still on top,I don't doubt this will be a great game but we've seen EA fuck us over before so I'll wait till I actually play the game before saying it'll be amazing.

i know ive forgot something, but thats the bare minimum that you need for the Jap side.. Then Euro, American, and if you are feeling generous again - add a few Australian cars - 2 to be exact - the HSV 427 and the Ford TS50 or a BOSS XR8..

Love the way you going with this game. You really do now what people wanted for so long. Only thing i really hope you put in the game, are proper stance options, as it is such a big part of the car culture these days. So many people try to find ways to stance cars in various racing and video games. Why not simply implement options to make cars really low, changing wheel offset, camber and maybe even have airsuspension for cars. To see that in the final game would make so many people happy. Your moodboard allready hade 'stance' as a criteria in it, so im confident. ^^ Im sure you make the game as good as it could be. Beside racing, drifting and the tons of customization options, stance and fittment in that game would round it off. Looking forward to the release. Keep it up.

Also, with the Sileighty and Initial D being brought up with my last comment, I also have the IDEA of having the 2 door AE86 Trueno (from Final Stage) being added. It's unlikely, but I think it could work.

Anyways, the R33 GT-R has yet to appear in a modern NFS game. Same goes with a Celica (I'd prefer the Celica GT-FOUR), Eunos Cosmo, and Legacy B4. The Evo 3 never appeared in an NFS game yet, but I am an Initial D fan so I support the Evo 3. The 3000GT was only in Underground 2 and is pretty underrated. Aside from the Sileighty, I'd also like to see a BMW Z4 M Coupe (IMO it's fair game because of the Hatsune Miku Z4 tourer), a Mitsubishi FTO (underrated FWD), a Toyota 2000GT, and maybe a GC8 WRX.

If possible i want you guys to give a function to add winshield stickers,photo/pic to sticker conversion so that i can add the famous Mid Night Club (no, not the game) stickers.Bodykit makers such as BN Sports,Vertex,URAS,RE-Amemiya,TRA Kyoto(the old version not the wide overfenders),CBY,and last but not least the Le Mans GT1 body kit for the Porsche 993

Rxserve SalamiSE Yes, I would also like an even wider and lighter Veyron n(by the way, f______ VAG why did you not make a lighter Veyron, anyway? There's enough people who would but a 2000-lb Veyron), and past tuner-centered NFS DID have a 'Vette, Koenigseggs and other supercars, but they're pretty damn OP cars, and there isn't that many shops that'd be able to tune CvK's new beasts, for example. At least, not those in the game.

If the images and mood board are anything to go by, its good to see the NFS series going in a more realistic direction. My favorite game for customization is The Fast and Furious from Bandai Namco based off the Tokyo Drift movie. To see all the Japanese hero kits come to life in a game was just a dream come true. It was the first time I had ever seen a Strawberry conversion on a Silvia in a game or got to kit an R34 with the Top Secret Kit.

I hope the physics is realistic. Rwd, fwd, awd behave how they should. Car weight distribution and aerodynamics actually come into affect. Wheels should perform differently depending on size, width etc and tyres should also perform differently depending on what tyres are used, how wide they are, how much they stretched etc etc. I'm not talking racing sim but a highly realistic tuner game would be epic. Also please let us change seats such as bride, recaro etc, let different exhausts sound different, rotaries should be able to be ported! And we should be able to make our own custom decals and stickers, miss match panel paint etc (if I want a black car with white doors, bonnet, rear bumper etc etc I should be able to do that!). Little details will make or break this game. Also have different style of over fenders that are available on all cars, as in real life you can get generic overfenders that fit just about anything... Also one last thing I want to be able to choose my offset, if I want the wheels tucked in or poked out that should be up to me.. Ty hope this game turns out great.

Man it has to have evo 6 tme and 22b wrx as I think they all time classic. I think skyline gtst's would be brilliant and old skool jap cars too, rx3, series 1 rx7 original gtr skyline, r30 iron mask, Old skool Toyota celica, Toyota starlet ep82, original Toyota sourer... Plus engine swaps would be rad!

We do need a game that can let us put up Mid Night windshield banners. And give us the Mid Night Car Speciall stickers while they're at it! lol Old school Abflug, Amemiya, and Auto Garage TBK kits would be the shit.

Supra + manual transmission, otherwise I won't play it. I've lost my hope for a good NFS game after the first Most Wanted. Carbon was a cool idea but poorly executed. The Hot Pursuit, Rivals etc were a joke.

Love to see NFS going back to a realistic style, the series was really at its best with Porsche Unleashed, Hot Pursuit 1&2, and High Stakes 1&2 (not the reboots). Hope you guys have dropped the previous physics engines and created something more realistic as well, it will really make or break this game, so many gave up on this series due to the past few games. The one thing that absolutely has to go though, is the damn auto catch-up/tether system, it absolutely kills any enjoyment in the previous few games, you get through a whole race in first just to be doing 250mph and some random npc car passes you like you were setting still, it really drained all of the fun from the game. It definitely shows how hard you guys are working on making this a game that gives a much more customizable feel, something Forza, Gran Turismo, and many others have been lacking the last few years. If you guys ever run out of inspiration though, go back and play the Tokyo Xtreme Racer (Import Tuner Challenge) series, the level of detail and customization they did was bar none, you could even change out the headlights and tail lights to multiple colors and types, it was awesome.

@BARRACK OBONGO CyborgGT Later DLC packages are to be expected, and I'm fine with that. It's when these DLC cars were coded into the game from the beginning, but EA decides to hold them back from you anyway to try and nickle-and-dime their customers.

@BARRACK OBONGO D1RGE Lol, handling physics are the most import part of the game for me, too. Really, that's what has killed all the recent NFS games in my eyes. But then this guy seemed to enjoy Shift 1, where I thought it got worse as you got into faster cars. I just meant earlier that manuals have always felt weird in an arcade racer for me; just my opinion, I never run automatic in GT/FM. As an arcade racer, the handling should be a bit more drifty but still have a solid root in reality. I agree that the handling in the HP/MW remakes weren't fun in that department. Especially in MW, the speeds were almost too high to enjoy in a city setting.

RichardGT4 ShinemanSpaghetti Depends on the body style. For this S13 generation, the American 240SX fastback (pictured here) was badged as a 180SX in Japan; it had flip-up headlights in both markets. The American 240SX coupe was a Silvia in Japan; Americans still got the flip-up headlights like the fastback, but the Japanese got these static lights pictured here. A "Sil-Eighty/Sileighty" is a Silvia front end on a 180SX body.

Wow! I think it's really awesome you incorporate these awesome upgrades! Very nice to see some background information! Here's to hoping that that physics will be not as arcade-like as the last NFS titles....

The workflow you guys use isvery similar to ours at Rockstar. I'm a junior vehicle artist here and I'm really looking forward to this! Grew up playing NFS games andits extremely interesting to see this article. Also noticed that mx5 concept by khyzyl saleem, big fan of his work and that makeme even more excited! Mad props

Look all I haveto say is please pay close attention to what all these devoted fans have to say because this let'syou guysat ghost games truly know how much we all (below & above comments)love this game series.

mrcmichealevans The Lamborghini Huracan is confirmed for NFS 2015.And what's wrong with supercars? The Skyline GTR is supercar. And Toyota Supras can't found in someone's backyard.Clearly put, in the Nissan GTR and Lamborghini can be included, the Ford GT should join the higher squad.

To be honest, what's wrong with putting in the 2017 Ford GT? Lamborghini is already confirmed to be in NFS 2015. Yes Lamborghini.NFS 2015 is more like Carbon in a sense. I love the balance it had in it's roster. Tons of JDM, and Tuners. TONS of Class Muscles and Modern Muscles, and a smaller Supercar roster.ALSO: If Lamborghini and Porsches are in the game, I think the Ford GT should deserve a spot. I mean, Saleem, the guy who make those epic renderings you see above also made the 2017 Ford GT Liberty Walk rendering. PLS put in the FT-1, GT-R, Viper, C7, and Ford GT at the Top Tier cars please. Thx.

mrcmichealevans prudis well Rivals can be played offline very fine , its pretty much how i played through it. I hate online DRMs pretty much just because of Rivals - I played singleplayer (one of final races) while online and now sudden "migrating servers" message kicking me out of the game. And after migrations all my saves were gone

I think that it is necessary to delve into the culture of street racing. Many urban car that can change a variety of tuning, modifications, vinyl, deсals.Do not sports cars costing $ 200,000 - $ 1,000,000.We need a street drifting, bosozoku, kanjo, time attack, lowriders, stance and the rest of the street culture.We need realistic physics and the behavior of cars on the road. System damage and hitting the walls, fences, road barriers.Sorry for my bad english)))))Hello from Belarus!

zhenybes13 it's just as I said further down the comment row to someone else "if ya can't just get up and go and buy it off of "ANY" lot in the world or buy it from ANY random seller in the world then it shouldn't be in this version of the game"...if ya want hyper car's there's rivals,forza,drive club,grand Turismo ect. ya feel!

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bigzack You've never looked into rFactor then, or rFactor2. People are constantly creating new models and importing them into the game. They've had good physics, all tracks you can think of, hundreds of mods for all types of racing, many servers to play on, etc. The graphics are so-so though, but I was fine with that

So, I am honestly predicting this game to be as terrible and superficial as The Run. Same company, same shortfalls. No cockpit, no gears, no wheel support, at least 60% of the game will be paid DLC, a joke of the online racing, and two days after it's released, it'll never get mentioned again. Hell, after maybe 5 days I doubt it will get played at all. Yes I'm going against the grain from many of you. I've seen this play out on SH now for 4 game titles, the last decent one being Shift 2. Each NFS since then has gotten worse and worse, taking more and more away from the things that make a game worth playing. I.E., this game is made with one thing and one thing only in mind: to get you to buy it before it comes out. Why? Because the moment it hits and you actually play it, you will throw it away and would never spend the $60. Lemme 'splain, Loosey:

This company made arguably the shallowest and worst NFS of all time, The Run. They are concentrating on visual effects and car options, while stripping out core values as to what makes a game good. Every aspect of this game and it's development has been a conscious decision to cheapen out. It costs a lot more coding to add in a cockpit view, wheel support and a decent online system than it is to add another visual filter or another body part file/option. That's your answer front and center. Do the cheap option, hype the hell outta the game for presale orders, because like I said it's gonna fly outta the gate and right into the ditch. Trust me when I say this: You won't play the game after you finish it simply to put RB flares on a different car, but you would if the online was logical and alive and fun.

I say this all from a deeply hurt standpoint. I have played every NFS since it's monstrous debut. 20+ years later I'm still interested in the series because some of the genre-changing aspects of the series made that much of an impression on me in the past. The series has proven itself many times over that it IS that good.....so when I see marketing abortions like this game, it kills my soul from deep inside. It's like watching the neighbor kid that was so brilliant, smart and motivated hit high school, meet the stoners, and utterly crap on their own future. Look at the first three NFS...the Porsche challenge...NFS:U and NFS:U2, Shift 1 & 2...WHERE IS ROD CHONG AND PATRICK SODERLUND WHEN YOU NEED THEM?!?!?!?!?

mrcmichealevans raidensnakeezio MikeedelMundo easier to hide the details in the scenery if it's dark. Daytime they would need to worry about coding grass, good shadows, beams, etc. With dark, all of the little stuff is hidden.

D1RGE Actually The Run was made by a developer called "Black Box" who are now defunct. This game is being made by a developer called "Ghost Games" and this is their second Need for Speed title, their first being 2013's Need for Speed Rivals.

We don't need Patrick Soderlund / Marcus Nielson or these former Criterion guys like Craig Sullivan ..... They can do "crash games" like the Burnout series but they don't know about the NFS series !They should take a deep look at Need For Speed Most Wanted 2005 regarding " car handling ( e.g. BMW M3 GTR ), track layout, story, and a very very good online mode, by the way: we need a lobby system again, where I can chose private or public match / collision on or off / decide which track / decide which car class or car / performance on or off !!We need Producers like MICHAEL MANN ( NFS MW 2005 ), CHUCK OSEJA ( NFS Underground 1 ), SCOTT NIELSON ( NFS Underground 1 & 2 ), and we need the former Art Director of Need For Speed Most Wanted 2005 HABIB ZARGARPOR !! Best in business !!Remember: " We don't need an constraint of always online "

Bryan,I got some requests for you and the guys at Ghost.DON'T SCREW THIS UP! If you think you're running out of time but still have to implement some more features,beg the CEO of EA or something to put the deadline sometime later,so you have enough time to spice up the game and so the game will sell and you will get paid more money (if that was the case).Also:make the gameoffline! Also,stickers.We need stickers on our cars like Eat Sleep JDM,Fatlace,Low n' Slow,stuff like that.We need a solid online lobby,where you could do freeroam,car meets,races,etc and also have the ability to enter the garage,customize your car and get back in the same lobby.We need those.Also,car variety.And before I leave this comment off,can you please make it support 32-bit?

Max_Lazy_10 D1RGE I stand corrected, my bad. I got Rivals and The Run mixed up. I believe my point is made though, Rivals was as neutered a game experience as The Run. I actually just had to refresh my memory, as I only played about 5 minutes of Rivals before uninstalling it.

ea has dissapointed me waay too much in the past 4 years so i really dont want to get my hopes up. and im sure as hell not buying it id the core gameplay mechanics arent there. (need for speed carbon and the original most wanted were great games why not base it off those) tbh this series needs to go back to need for speed underground in thge physics department. the arcadey physics were a blast to drive with. the physics in most of the newer nfs titles have felt like burnout, and while i like burnout thats not what i want from nfs

D1RGE I comletely agree, EA is the worst gaming company in the world, expect tons of shitty DLC, which, in reality, is in the base game, but locked, so they can rake in more money. This game will suck for sure, EA makes shit games anyway, the only good thing that came from them is this blog.

Where are the STIs!? Miata but no subarus, are you serious? I get you aren't releasing every car that is going to be in the game but so far I've seen no Subarus past the BRZ which doesnt exactly cut it for Subie fans. I won't buy the game until I see the full car list when it gets released, I hope I'm not disappointed

I hope it has instant challenges (highbeam initiated racing), co-drive (to give a less skilled player some pointers, an afk/afc friend a ride, to show off etc.), and a track editor/race creator.Dev's underestimate the value of user created content (sticker editor & track editor) in their games. It creates incredible replay value by putting control of the content in the hands of the player, increasing replayability too a nearly infinite degree. Devs should want this because it encourages gamers to hold on to their games much longer, resulting on less secondhand sales and more profit. RockStar picked up on it, as did Turn10 to some degree. It's what made MCLA so popular even though it's vehicle roster was miniscule. Here's hoping EA can get with the trends and make it happen for NFS. These basic open world racing game features are long overdue in the series.And please don't implement some mandatory "15 minute idling" rule. People like to have car meets, sit around, kick the s*it , and admire your games. You want us to play it and be hooked. Not fed up, kicked offline, and annoyed. The more people see others playing it, the more people will want to buy it. Most Wanted had me fed up with that ish. At least give us 30 minutes to enjoy a conversation, grab a bite, or take a dump if need be...

For this game be awesome, we need a LARGE customization and a good number of cars like 80 to 100, I want to buy this game, but if this game be like other Need For Speed (Need for speed most wanted), me and other thousand of people will be disappointed.Thanks for the attention .

Wanna know what? Need for Speed 2015 is just like Midnight Club: Los Angeles! I'm not joking. Both games feature Camera Sways, Action Cam, and both are set within recreations of Los Angeles (NFS is set in Ventura Bay, while Midnight Club LA is set in a Los Angeles Recreation). ALONG WITH THAT, Midnight Club features REAL KITS, Rims, Underglow, just like this game. Even if the Midnight Club franchise is dead, most Midnight Club Fans consider this a spiritual successor to the Midnight Club franchise. Also another similarity, the Police system in this game is just like the Police in MC: Los Angeles. Even if Midnight Club is a rival franchise, I'm glad EA is blending in the action cam and the features. The trailer itself gave me the Midnight Club nostalgia.

Bogdan R D1RGE You don't know what will happen. This game is one that was put time into. The previous game, Rivals, was on a short deadline, and had to have been coded for pc, ps3, ps4, xbox360, and xbox one. They had to have spent even more time for laggy servers or other bugs. This game, they have been working on since around spring/summer area, so they have more time to get it running.